#include "DepthShader.h"

using namespace Graphics;
RTTI_DEFINITIONS(DepthShader)

DepthShader::DepthShader(void)
	:Shader("DepthShader","")
{
}

DepthShader::~DepthShader(void)
{
	Deinitialize();
}

bool DepthShader::Initialize()
{
	Graphics::D3DDevice* device = GetPlatform()->GetDevice()->As<Graphics::D3DDevice>();
	bool result = InitializeShader(device->GetWindowsSettings().WindowHandle, 
								   "..\\..\\assets\\shaders\\depth.vs", 
								   "..\\..\\assets\\shaders\\depth.ps");
	return result;
}

void DepthShader::Deinitialize()
{
	DeinitializeShader();
}

bool DepthShader::Render(int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix)
{
	Graphics::D3DDevice* device = GetPlatform()->GetDevice()->As<Graphics::D3DDevice>();
	
	bool result = SetShaderParameters(device, worldMatrix, viewMatrix, projectionMatrix);

	result = RenderShader(device, indexCount);

	return result;
}

bool DepthShader::InitializeShader(HWND winHandle, const char* vertexShaderName, const char*  pixelShaderName)
{
	Graphics::D3DDevice* device = GetPlatform()->GetDevice()->As<Graphics::D3DDevice>();
	if(Shader::InitializeShader(device, winHandle, vertexShaderName, pixelShaderName))
	{
		D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
		polygonLayout[0].SemanticName = "POSITION";
		polygonLayout[0].SemanticIndex = 0;
		polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
		polygonLayout[0].InputSlot = 0;
		polygonLayout[0].AlignedByteOffset = 0;
		polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		polygonLayout[0].InstanceDataStepRate = 0;

		polygonLayout[1].SemanticName = "COLOR";
		polygonLayout[1].SemanticIndex = 0;
		polygonLayout[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
		polygonLayout[1].InputSlot = 0;
		polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		polygonLayout[1].InstanceDataStepRate = 0;
		
		// Get a count of the elements in the layout.
		unsigned int  numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);

		// Create the vertex input layout.
		HRESULT result = device->GetDevice()->CreateInputLayout(polygonLayout, numElements, mVertexShaderBuffer->GetBufferPointer(), mVertexShaderBuffer->GetBufferSize(), &mLayout);
		CHECK(result);

		// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
		mVertexShaderBuffer->Release();
		mVertexShaderBuffer = NULL;

		mPixelShaderBuffer->Release();
		mPixelShaderBuffer = NULL;

		// Create a texture sampler state description.
		D3D11_SAMPLER_DESC samplerDesc;
		samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
		samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
		samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
		samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
		samplerDesc.MipLODBias = 0.0f;
		samplerDesc.MaxAnisotropy = 1;
		samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
		samplerDesc.BorderColor[0] = 0;
		samplerDesc.BorderColor[1] = 0;
		samplerDesc.BorderColor[2] = 0;
		samplerDesc.BorderColor[3] = 0;
		samplerDesc.MinLOD = 0;
		samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

		// Create the texture sampler state.
		result = device->GetDevice()->CreateSamplerState(&samplerDesc, &mSampleState);
		CHECK(result);
		
		return true;
	}
	return false;
}

void DepthShader::DeinitializeShader()
{
	Shader::DeinitializeShader();
}